2nd

PFS StandardSoothe  [two-actions] Spell 1

Concentrate Emotion Healing Manipulate Mental 
Source Player Core pg. 357
Range 30 feet; Targets 1 willing creature
Duration 1 minute
You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+4.

PFS StandardTelekinetic Maneuver  [two-actions] Spell 2

Attack Concentrate Force Manipulate 
Source Player Core pg. 363
Range 60 feet; Targets 1 creature
With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Reposition, Shove, or Trip the target using a spell attack roll instead of an Athletics check.

1st

PFS StandardFear  [two-actions] Spell 1

Concentrate Emotion Fear Manipulate Mental 
Source Player Core pg. 331
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

PFS StandardMagic Weapon  [two-actions] Spell 1

Legacy Content

Transmutation 
Source Core Rulebook pg. 349
Cast [two-actions] somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

PFS StandardSpirit Link  [two-actions] Spell 1

Concentrate Healing Manipulate Spirit 
Source Player Core pg. 358
Range 30 feet; Targets 1 willing creature
Duration 10 minutes
You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.

This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve vitality or void energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.
Heightened (+1) The number of Hit Points transferred each time increases by 2.

Cantrips

PFS StandardChill Touch  [two-actions] Cantrip 1

Legacy Content

Cantrip Necromancy Negative 
Source Core Rulebook pg. 323
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living or undead creature
Saving Throw Fortitude
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
  • Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
  • Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.

Heightened (+1) The negative damage to living creatures increases by 1d4.

PFS StandardDaze  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Mental Nonlethal 
Source Player Core pg. 322
Range 60 feet; Targets 1 creature
Defense Will; Duration 1 round
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.

PFS StandardForbidding Ward  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate 
Source Player Core pg. 332
Range 30 feet; Targets 1 ally and 1 enemy
Duration sustained up to 1 minute
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.
Heightened (6th) The status bonus increases to +2.